Crab Umbra

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

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Set Rarity
Rise of the Eldrazi Uncommon

Combos Browse all

Crab Umbra

Enchantment — Aura

Enchant creature

2,U: Untap enchanted creature.

Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)

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Crab Umbra Discussion

SpaghettiToastBook on Graveyard Moonshine

2 months ago

You can try putting in Sphinx's Tutelage and lots of wheel effects: Dark Deal, Jace's Archivist, Windfall, Teferi's Puzzle Box. Notion Thief is a great card, and it'll be magnificent with Sphinx's Tutelage and a wheel.

Since you're filling up your opponents' graveyards, you might want to play Leyline of the Void or Planar Void to hose graveyard strategies. You can also use the Helm of Obedience + Leyline of the Void combo.

If you're using Phenax, Freed from the Real and Pemmin's Aura are excellent. Second Wind and Crab Umbra might be good too.

I recommend running any of the with useful CMCs -- especially 2 (for Mindcrank and Duskmantle Guildmage) and 3 (for Sphinx's Tutelage, if you put it in).

Pal00ka on Janky Halloween Candy

3 months ago

This sounds like a typical Nekusar deck. I ran him for a while so here's my 2c:

Group hug isn't really that good w him. Especially when you run little/no protection. You're giving card advantage for 1 damage which tends to not end well.

Focusing on wheeling effects like Reforge the Soul, Winds of Change, Windfall, etc. are best since you make opponents' discard their card advantage. Chaining them together makes it even better. Copy spells like Reverberate, Reiterate, Twincast, etc. are fun.

Creatures like Blistergrub have 0 impact. What's 2 damage when we start w 40? If you run more wheels creatures like Young Pyromancer, Talrand, Sky Summoner, Docent of Perfection  Flip, etc. give a chump body for doing what you already planned to do.

You need ramp like whoa. Cut some lands and add cards like Commander's Sphere, Darksteel Ingot, appropriate signets, etc. to get ahead/fix your mana so you can cast Nekusar earlier or recast him when killed.

Protection would be wise too since people will get annoyed being pinged every turn and the easiest way for it to stop is to kill you. Propaganda, chump army as already highlighted, and Meekstone help. Also Crab Umbra, Eel Umbra, Drake Umbra, Swiftfoot Boots, etc. help Nekusar stick around.

Hope something here helps!

KongMing on Minimal School of ErTaiChi at Water's Edge

3 months ago

Heya. I've had an Ertai deck for a while, and there are a lot of neat tricks you can use with him to get the most out of counterspells and board lock.

Cards like Freed from the Real, Unbender Tine, Tideforce Elemental, and Crab Umbra can slow opponents down to a crawl ("Sometimes I'm not sure we're even moving that fast," says my wife.)

Bloodghast is great recursion fodder to fuel Ertai's ability. Kjeldoran Outpost can do much the same thing. If you get some more sources of Soldiers, Knight-Captain of Eos can help stall the game out while you wait for your answer. The combination of Ertai, Kjeldoran Outpost, Unbender Tine, and Knight Captain of Eos can buy you at least 3 or 4 turns, all while counterspelling troublesome opponents.

I really recommend Ghostly Prison and Propaganda in order to keep opponents at bay and have an enchantment to autocannibalize if things go south.

Rhystic Study is another enchantment that either slows down opponents or accelerates your draw. Either way, you benefit. Speaking of super trolly enchantments, Telepathy has amazing synergy with Ertai. After all, the only thing better than having a counterspell on legs is knowing exactly where and what all the threats are. Awfully hard for opponents to play mind games with you when you can see their hand.

Grand Arbiter Augustin IV can also really put a damper on opponents, and reduces Ertai's casting cost by 2! Not bad at all.

One final recommendation is Sphinx of the Steel Wind. That card has saved my bacon countless times, I consider it the Esper Baneslayer.

Good luck VietMoneys! Let me know how you like Ertai as your commander.

KongMing on

3 months ago

Heya. I've had an Ertai deck for a while, and there are a lot of neat tricks you can use with him to get the most out of counterspells and board lock.

Cards like Freed from the Real, Unbender Tine, Tideforce Elemental, and Crab Umbra can slow opponents down to a crawl ("Sometimes I'm not sure we're even moving that fast," says my wife.)

Reassembling Skeleton and Bloodghast are great recursion fodder to fuel Ertai's ability. Kjeldoran Outpost can do much the same thing. If you get some more sources of Soldiers, Knight-Captain of Eos can help stall the game out while you wait for your answer. The combination of Ertai, Kjeldoran Outpost, Unbender Tine, and Knight Captain of Eos can buy you at least 3 or 4 turns, all while counterspelling troublesome opponents.

You already have a Ghostly Prison; I would recommend packing a Propaganda alongside it.

Rhystic Study is another enchantment that either slows down opponents or accelerates your draw. Either way, you benefit. Speaking of super trolly enchantments, Telepathy has amazing synergy with Ertai. After all, the only thing better than having a counterspell on legs is knowing exactly where and what all the threats are. Awfully hard for opponents to play mind games with you when you can see their hand.

Grand Arbiter Augustin IV can also really put a damper on opponents, and reduces Ertai's casting cost by 2! Not bad at all.

One final recommendation is Sphinx of the Steel Wind. That card has saved my bacon countless times, I consider it the Esper Baneslayer.

Good luck bowdika! Let me know how you like Ertai as your commander.

cynicalpink on The NO Deck

4 months ago

KongMing,

Thanks for all of your feedback. Love the Crab Umbra suggestion; definite new addition. I haven't updated the description in a while, but the purpose of this deck was to be a pseudo-prison/control wizard tribal deck. I only have one or two creatures whom aren't wizards, and they might do better to come out...(lookin at you Ethersworn Adjudicator).

Something this deck struggles with is speed, but I was wondering if you had any suggestions. The deck really kicks off around turn 4-5, but sometimes that's way too late.

KongMing on The NO Deck

5 months ago

You have the draw power and Wizards (namely Azami) in this deck to go for the Laboratory Maniac win, you just need to add Mind Over Matter or Leveler (for the lulz.) Tunnel Vision can do the same thing if you Scry anything but a basic land to your bottomdeck (Tunnel Vision can also help end the game if you add Hinder, Spell Crumple, or Spin into Myth. You also definitely have the draw power to swing an Archmage Ascension. Worst case scenario, it's a 1-drop sac to Ertai.

Crab Umbra can give Ertai (or any other Wizards) one-time destroy protection and the option to untap (at it's worst it's also a 1-drop sac for Ertai.) Unbender Tine can do the same thing, but can untap any permanent. Kjeldoran Outpost can also create Soldiers at instant speed to sac off to Ertai.

Shout outs for Consecrated Sphinx and Sphinx of the Steel Wind. Both can help turn an unwinnable situation into a much better one in their own way.

Mindcrank + Bloodchief Ascension is normally hard to set up, but the presence of Ertai makes it easier to pull off.

Sendaran on

6 months ago

For repeatable abilities: Freed from the Real, Crab Umbra, Pemmin's Aura, Aura of Dominion and Umbral Mantle.

Altar of Dementia would be a nice additional sac outlet.

Dire Undercurrents could bring some nice synergy and Waste Not is just pure gold with your commander. In general, you probably need more 1 or 2 mana spells.

Put Sigil of Sleep on Vial Smasher the Fierce if you want to be evil.

Thopter Spy Network feels too inefficient here. You do not have any artifact creatures and not that many artifacts in general, so getting any extra card draw from it seems very unreliable, unless your opponents are playing lots of artifact creatures you can steal. Mystic Remora is also questionable due to cumulative upkeep. Your opponents can just play around it and you'll end up sacrificing it without any gains. It may have some political value in encouraging your opponents to cast creatures you can steal, but that seems underwhelming. I guess it depends on what kind of decks your usual opponents play.

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